So,
you should have:
main.lua (example)
[lua]
local storyboard = require( “storyboard” )
storyboard.gotoScene(“scene0”)
[/lua]
scene0.lua
[lua]
–requires
local storyboard = require ( “storyboard” )
local scene = storyboard.newScene()
–create scene
function scene:createScene(event)
local screenGroup = self.view
titleBg = display.newImage(‘titleBg.png’)
title = display.newImage(‘title.png’)
title.x = display.contentCenterX
title.y = 120
startBtn = display.newImage(‘startBtn.png’)
startBtn.x = display.contentCenterX
startBtn.y = display.contentCenterY + 20
aboutBtn = display.newImage(‘aboutBtn.png’)
aboutBtn.x = display.contentCenterX
aboutBtn.y = display.contentCenterY + 65
titleView = display.newGroup()
titleView:insert(titleBg)
titleView:insert(title)
titleView:insert(startBtn)
titleView:insert(aboutBtn)
end
function scene:enterScene(event)
local group = self.view
local function onSceneTouch( event )
if event.phase == “ended” then
storyboard.gotoScene( “scene1”, “fade”, 500 )
return true
end
end
function startButtonListeners(action)
if(action == ‘add’) then
– aboutBtn:addEventListener(‘touch’, showCredits) – I commented this line because this function is not defined
startBtn:addEventListener(‘touch’, onSceneTouch)
end
end
startButtonListeners(‘add’)
end
function scene:exitScene( event )
local group = self.view
end
function scene:destroyScene( event )
end
scene:addEventListener( “createScene”, scene )
scene:addEventListener( “enterScene”, scene )
scene:addEventListener( “exitScene”, scene )
scene:addEventListener( “destroyScene”, scene )
return scene
[/lua]
scene1.lua
[lua]
local storyboard = require( “storyboard” )
local scene = storyboard.newScene()
function scene:createScene( event )
local group = self.view
end
– Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
print(“I am the scene1.lua”)
end
– Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
end
– Called prior to the removal of scene’s “view” (display group)
function scene:destroyScene( event )
local group = self.view
end
– END OF YOUR IMPLEMENTATION
– “createScene” event is dispatched if scene’s view does not exist
scene:addEventListener( “createScene”, scene )
– “enterScene” event is dispatched whenever scene transition has finished
scene:addEventListener( “enterScene”, scene )
– “exitScene” event is dispatched before next scene’s transition begins
scene:addEventListener( “exitScene”, scene )
– “destroyScene” event is dispatched before view is unloaded, which can be
– automatically unloaded in low memory situations, or explicitly via a call to
– storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( “destroyScene”, scene )
return scene
[/lua]
Renato
(http://redbeachgames.com/)’]Red Beach Games
Try our new game Cut My Puzzle for free for (https://itunes.apple.com/us/app/cut-my-puzzle/id611051498?ls=1&mt=8)’]iOS or (https://play.google.com/store/apps/details?id=com.redbeachgames.cutmypuzzle)’]Android